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CarbonAliases Extension is required only if your server runs on Oxide!

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LizardMods

Posted

7 hours ago, DeutscherRitterPlatz said:

install: 

 

🫠ok thank youCrashing Down Crash Landing GIF by Assassin's Creed

LizardMods

Posted

Wait there's a UI a lot has changed in the year lol

LizardMods

Posted

I don't know what to do with this. I think I want to use it because of the comments I have read but I can't find any examples.

Fully Custom Gather System Tools <--- need an example, please.

 

    "metal_ore": {
      "Meteor Prefab Path": "assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab",
      "Max Meteor Flight Time (0, to not destroy)": 0.0,
      "Meteor Lifetime (0, to not destroy)": 1800.0,
      "Minimum Scale": 0.5,
      "Maximum Scale": 2.0,
      "Yield Multiplier": 2.0,
      "Scale Yield By Size": true,
      "Meteor Radiation Chance (0-100)": 0.0,
      "Meteor Radiation Amount": 0.0,
      "Scale Radiation With Size": true,
      "Run Atmosphere Enter Sound": true,
      "Enable Meteor Flame": true,
      "Enable Meteor Smoke": true,
      "Falling - Randomize Meteor X Rotation": true,
      "Falling - Randomize Meteor Y Rotation": true,
      "Falling - Randomize Meteor Z Rotation": true,
      "Landed - Randomize Meteor X Rotation": false,
      "Landed - Randomize Meteor Y Rotation": true,
      "Landed - Randomize Meteor Z Rotation": false,
      "Landed Entity Offset": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "Required Tool To Destroy - Whitelist (shortnames)": [],
      "Required Tool To Destroy - Blacklist (shortnames)": [
        "rock",
        "stone.pickaxe"
	  ],
      "Fully Custom Gather System Tools": {
        "Items Per Meteor": [],
        "Fully Custom Gather System Tools (key value is tool shortname)": {}
      },
      "Additional Output Per Hit": [
        {
          "Required Gather Per Hit (0 to disable)": 20,
          "Shortname": "metal.ore",
          "Skin ID": 0,
          "Amount": 35,
          "Display Name": "",
          "Chance (0-100)": 35.0,
          "Only On Last Hit": false
        },
        {
          "Required Gather Per Hit (0 to disable)": 20,
          "Shortname": "metal.refined",
          "Skin ID": 0,
          "Amount": 2,
          "Display Name": "",
          "Chance (0-100)": 2.0,
          "Only On Last Hit": false
        }
      ],
      "Big Meteor Config": {
        "Chance (0-100)": 5.0,
        "Minimum Scale": 5.0,
        "Maximum Scale": 7.0,
        "Output Per Hit": [
          {
            "Shortname": "metal.ore",
            "Skin ID": 0,
            "Amount": 900,
            "Display Name": "",
            "Chance (0-100)": 100.0,
            "Only On Last Hit": false
          },
          {
            "Shortname": "hq.metal.ore",
            "Skin ID": 0,
            "Amount": 20,
            "Display Name": "",
            "Chance (0-100)": 100.0,
            "Only On Last Hit": true
          }
        ],
        "Call OnDispenserGather hook": true,
        "Explosive Config (key value is explosive prefab shortname, see website for more info)": {
          "ammo.rifle.explosive": {
            "Damage Dealt": 5.0,
            "Resource Multiplier": 0.1
          },
          "explosive.timed.deployed": {
            "Damage Dealt": 50.0,
            "Resource Multiplier": 1.0
          },
          "rocket_basic": {
            "Damage Dealt": 35.0,
            "Resource Multiplier": 0.7
          }
        },
        "Crate Inside Chance (0-100)": 5.0,
        "Crates Spawned Inside (prefab names: spawn weight)": {
          "assets/bundled/prefabs/radtown/crate_normal.prefab": 3,
          "assets/bundled/prefabs/radtown/crate_normal_2.prefab": 5
        }
      },
      "Marker Config": {
        "Marker Type (None/Normal/Explosion)": "Normal",
        "Marker Alpha (normal only)": 0.75,
        "Marker Color #1 (normal only)": "#E01300",
        "Marker Color #2 (normal only)": "#7D0B00",
        "Marker Radius (normal only)": 0.15,
        "Map Marker Text (normal only, disabled if empty)": ""
      }
    },

 

LizardMods

Posted

ok, I got some sleep and I can see the examples. I was too focused on any one part of the config. Although I would admit that the layout is not typical as I am used to more true or false, rather than empty fields. Okay enough about me complaining the shooting stars are amazing. I have some players that are absolutely going to love this.

LizardMods

Posted

what does this do?
"Call OnDispenserGather hook": true,
does it make it so the player can get XP from skill tree or rewards from gather rewords?

also, I have random meteors falling next to players when they are out gathering resources. with does not make sense because "Direct Meteor Shower (on player)": false,

I don't know if this is a bug or if I messed up my config.

MeteorEvent.json

molokatan

Posted

2 hours ago, LizardMods said:

what does this do?
"Call OnDispenserGather hook": true,
does it make it so the player can get XP from skill tree or rewards from gather rewords?

also, I have random meteors falling next to players when they are out gathering resources. with does not make sense because "Direct Meteor Shower (on player)": false,

I don't know if this is a bug or if I messed up my config.

MeteorEvent.json 26.5 kB · 0 downloads

` "Enable Random Direct Falling Meteors On Mining Regular Ones": true,`

set this to false.

LizardMods

Posted

On 3/21/2024 at 10:56 AM, molokatan said:

` "Enable Random Direct Falling Meteors On Mining Regular Ones": true,`

set this to false.

that did the trick thank you.

ThePitereq

Posted

On 3/21/2024 at 4:44 PM, LizardMods said:

what does this do?
"Call OnDispenserGather hook": true,
does it make it so the player can get XP from skill tree or rewards from gather rewords?

also, I have random meteors falling next to players when they are out gathering resources. with does not make sense because "Direct Meteor Shower (on player)": false,

I don't know if this is a bug or if I messed up my config.

MeteorEvent.json 26.5 kB · 1 download

does it make it so the player can get XP from skill tree or rewards from gather rewords? Yes.

hid333

Posted

When I restarted the server, the following error occurred and it stopped working. Please tell me what is the cause.
meteor event:v2.0.3
Carbon Aliases:v1.0.2

Error while compiling MeteorEvent: The call is ambiguous between the following methods or properties: 'CUIStatics.UpdateProtectedInputField(CUI, string, string, string, int, int, bool, float, float, float, float, float, float, float, float, string, TextAnchor, CUI.Handler.FontTypes, bool, bool, float, float, bool, bool, string)' and 'CUIStatics.UpdateProtectedInputField(CUI, string, string, string, int, int, bool, float, float, float, float, float, float, float, float, string, TextAnchor, CUI.Handler.FontTypes, bool, bool, InputField.LineType, float, float, bool, bool, string)' | Line: 1420, Pos: 34

 

ThePitereq

Posted

2 hours ago, hid333 said:

When I restarted the server, the following error occurred and it stopped working. Please tell me what is the cause.
meteor event:v2.0.3
Carbon Aliases:v1.0.2

Error while compiling MeteorEvent: The call is ambiguous between the following methods or properties: 'CUIStatics.UpdateProtectedInputField(CUI, string, string, string, int, int, bool, float, float, float, float, float, float, float, float, string, TextAnchor, CUI.Handler.FontTypes, bool, bool, float, float, bool, bool, string)' and 'CUIStatics.UpdateProtectedInputField(CUI, string, string, string, int, int, bool, float, float, float, float, float, float, float, float, string, TextAnchor, CUI.Handler.FontTypes, bool, bool, InputField.LineType, float, float, bool, bool, string)' | Line: 1420, Pos: 34

 

hey, you've probably updated carbon aliases from yesterday which adequate version for meteor event isn't yet available.
There will be working meteor event today, or you can just rever the carbon aliases to 1.0.1

Alpha28

Posted

hey i was wondering if its possible to have custom prefab for fire and smoke

ThePitereq

Posted

16 hours ago, Alpha28 said:

hey i was wondering if its possible to have custom prefab for fire and smoke

idk if it will be required, the amount of working assets is very limited and if you want you can just modify it in the code, but maybe i;ll add option to modify that.

Alpha28

Posted

33 minutes ago, ThePitereq said:

idk if it will be required, the amount of working assets is very limited and if you want you can just modify it in the code, but maybe i;ll add option to modify that.

okay thanks for the info ill get the addon and check it out

have a great weekend 🙂

Neighigh

Posted (edited)

Is anyone having any issues with teas providing a bonus to the meteors? I want to ask here before I go digging too far in the wrong direction into what's been causing it on my server. 
Edit: Nevermind me lol Everything is working fine. False player report - I've followed up and found 0 issues! ❤️ 

Edited by Neighigh
Marine

Posted (edited)

 

.

Edited by Marine
feldspar333

Posted

Have you considered adding a setting to turn off (or adjust the number of) regular nodes so that resources are only supplied by falling meteors?

Thanks,
David

ThePitereq

Posted

On 6/30/2024 at 1:23 AM, feldspar333 said:

Have you considered adding a setting to turn off (or adjust the number of) regular nodes so that resources are only supplied by falling meteors?

Thanks,
David

hey, this can be modified through server values or by plugins like spawncontrol etc.

Neighigh

Posted

Curious if we could put a despawn timer on the map icon? Similar to the other events so players know when they'll despawn and what to go after first.

killswitchzero

Posted

Since the latest update, our Meteorites are normal looking nodes, no need to blow them up and no loot? What have I done? lol

ThePitereq

Posted

On 7/8/2024 at 8:51 PM, Neighigh said:

Curious if we could put a despawn timer on the map icon? Similar to the other events so players know when they'll despawn and what to go after first.

Could you elaborate?

 

 

On 7/10/2024 at 1:35 PM, killswitchzero said:

Since the latest update, our Meteorites are normal looking nodes, no need to blow them up and no loot? What have I done? lol

Does problem still appear? There could be some hook issues as i've experienced some lately. If problem still appear please crate a ticket

Neighigh

Posted

6 hours ago, ThePitereq said:

Could you elaborate?

 

 

Does problem still appear? There could be some hook issues as i've experienced some lately. If problem still appear please crate a ticket

Yup, thinking of something like what I see in Convoy - So players will know which meteors will despawn next and they can prioritize their travel routes.
image.png.799c2528e1f9174dee76feda0112528b.png

ThePitereq

Posted

On 7/16/2024 at 8:06 PM, Neighigh said:

Yup, thinking of something like what I see in Convoy - So players will know which meteors will despawn next and they can prioritize their travel routes.
image.png.799c2528e1f9174dee76feda0112528b.png

Hmm, i think it could be added as an optional feature in future updates, will add it to my todo list

  • Love 1
Neighigh

Posted

4 hours ago, ThePitereq said:

Hmm, i think it could be added as an optional feature in future updates, will add it to my todo list

Thanks! Really looking forwards to it 🙂 

SlayersRust

Posted

Is it possible to make the meteorites have NO Radiation and also NO damage to bases or players?

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